My guess is that it can appear, but has a limited number of locations where that can happen, so is more rare. I've seen it in my maps, but I make maps with Teragon, so that doesn't mean much. But placement in Teragon is similar enough to RWG that if it can appear there, it should appear in RWG unless there is someone blocking it in the rwgmixer.xml file. I'm not at home to check that POI's XML to see where it can be placed.Never seen grocery_02 "Super Shamway" Would be nice to see it in RWG!
There have been many worlds explored far and wide, but never this location. I will continue to explore, maybe I'll get lucky!All POIs should have a chance to spawn on RWG (not including those specific to Navezgane), but not all of them will due to limited map space. You'd probably have to cycle through a good few maps before you do.
Good luck, friend!There have been many worlds explored far and wide, but never this location. I will continue to explore, maybe I'll get lucky!
Yeah, I just checked. It is 100x100 commercial, and only a commercial cap tile has that location available. And it has to share that space with apartments_06, football_stadium, hospital_01, hotel_02, hotel_03, nursing_home_01, store_hardware_03*. That is a LOT of POI for a single space on a single tile. And caps are already not very commonly placed. If you open your prefabs.xml file from a generated map and search for rwg_tile_commercial_cap, you are probably not going to find many. And since the changes to progression, you won't even see commercial districts in the forest, which reduces the chances even more.I think that POI spawns on the commercial_cap tile. The more of those tiles on a map, the higher the odds it should spwan.
It would be nice if it worked with everything. Especially in the moments with the cities in the forest (locations are very repeated in all forest cities)Yeah, I just checked. It is 100x100 commercial, and only a commercial cap tile has that location available. And it has to share that space with apartments_06, football_stadium, hospital_01, hotel_02, hotel_03, nursing_home_01, store_hardware_03*. That is a LOT of POI for a single space on a single tile. And caps are already not very commonly placed. If you open your prefabs.xml file from a generated map and search for rwg_tile_commercial_cap, you are probably not going to find many. And since the changes to progression, you won't even see commercial districts in the forest, which reduces the chances even more.
There is a similar issue trying to get the industrial 100x100 factories to spawn because those also are stuck to a cap tile.
In summary, it could spawn, but the chance is very low.
Laz Man, what are your thoughts about the possibility of adding a couple new tiles? Corner tiles would probably be best, but a tile that supports industrial 100x100 and a tile that support commercial 100x100 that would be more likely to spawn than the cap tiles. I know 100x100 POI are limited, so you have to balance having too many of one POI versus never seeing it, but unless I'm mistaken, rwgmixer lets you set a max spawn for tiles, so you could set those tiles to a max spawn value that would reduce the chances of you seeing duplicates while giving more chances to see more of those 100x100 POI on a map. This might also be helpful for other districts where a 100x100 only appears on a cap tile. I didn't look to see if there are others where this is also a problem. Or perhaps adding a gateway tile that supports them, even perhaps one that only spawns in as a "country" tile in the wilderness if certain of those POI might fit along a wilderness road.
*Note that this list is a 1.x list, and may have changed in some way in 2.x.
I wonder if the size of the world affects how many unique locations will appear?Yeah, I just checked. It is 100x100 commercial, and only a commercial cap tile has that location available. And it has to share that space with apartments_06, football_stadium, hospital_01, hotel_02, hotel_03, nursing_home_01, store_hardware_03*. That is a LOT of POI for a single space on a single tile. And caps are already not very commonly placed. If you open your prefabs.xml file from a generated map and search for rwg_tile_commercial_cap, you are probably not going to find many. And since the changes to progression, you won't even see commercial districts in the forest, which reduces the chances even more.
There is a similar issue trying to get the industrial 100x100 factories to spawn because those also are stuck to a cap tile.
In summary, it could spawn, but the chance is very low.
Laz Man, what are your thoughts about the possibility of adding a couple new tiles? Corner tiles would probably be best, but a tile that supports industrial 100x100 and a tile that support commercial 100x100 that would be more likely to spawn than the cap tiles. I know 100x100 POI are limited, so you have to balance having too many of one POI versus never seeing it, but unless I'm mistaken, rwgmixer lets you set a max spawn for tiles, so you could set those tiles to a max spawn value that would reduce the chances of you seeing duplicates while giving more chances to see more of those 100x100 POI on a map. This might also be helpful for other districts where a 100x100 only appears on a cap tile. I didn't look to see if there are others where this is also a problem. Or perhaps adding a gateway tile that supports them, even perhaps one that only spawns in as a "country" tile in the wilderness if certain of those POI might fit along a wilderness road.
*Note that this list is a 1.x list, and may have changed in some way in 2.x.
That was the progression change they made. You'd have to edit/mod the rwgmixer.xml file to add commercial districts to forest towns or manually edit the world in World Editor or manually change POI in the prefabs.xml file or use a third party app like Teragon to make maps that don't follow that progression.It would be nice if it worked with everything. Especially in the moments with the cities in the forest (locations are very repeated in all forest cities)
Yes, it does. More towns and larger towns will both increase the chances of cap tiles being in the world. But it's still limited.I wonder if the size of the world affects how many unique locations will appear?
What I mean is that it would be nice to see more different residential buildings t1-2 This would significantly change the situation with the cities in the forest. I don't think it takes much change to do this.That was the progression change they made. You'd have to edit/mod the rwgmixer.xml file to add commercial districts to forest towns or manually edit the world in World Editor or manually change POI in the prefabs.xml file or use a third party app like Teragon to make maps that don't follow that progression.
Yes, it does. More towns and larger towns will both increase the chances of cap tiles being in the world. But it's still limited.
Are there any mods that place the maximum amount of different vanilla poi?(with a minimum of repetitions)That was the progression change they made. You'd have to edit/mod the rwgmixer.xml file to add commercial districts to forest towns or manually edit the world in World Editor or manually change POI in the prefabs.xml file or use a third party app like Teragon to make maps that don't follow that progression.
Yes, it does. More towns and larger towns will both increase the chances of cap tiles being in the world. But it's still limited.
There has been talk about one in recent posts. It claims to guarantee all POI, but it's not really true. But it would give a decent selection. You can try it out if you want. I have no idea how well it actually works and just have seen the discussion about it in that thread. You can see what ZZTong said about it if you read through the thread.What I mean is that it would be nice to see more different residential buildings t1-2 This would significantly change the situation with the cities in the forest. I don't think it takes much change to do this.
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Are there any mods that place the maximum amount of different vanilla poi?(with a minimum of repetitions)
The pregen maps may be different from pre-2.0 (I haven't compared them), but they are the same filenames. I only noticed that they removed the 4k pregens. Maps do not contain all POI. There are far too many POI to place them all on a single map unless you're overcrowding the map, which RWG will not do, and pregens aren't set up that way either. Building density is controlled entirely by the tiles. If you want things to be closer, you'll need to make new tiles and use those instead of vanilla tiles.
As far as difficulty, it will always be easy for veterans. Any change to make it...
There are only vanilla locations??? Thank you very much for your help!There has been talk about one in recent posts. It claims to guarantee all POI, but it's not really true. But it would give a decent selection. You can try it out if you want. I have no idea how well it actually works and just have seen the discussion about it in that thread. You can see what ZZTong said about it if you read through the thread.
The pregen maps may be different from pre-2.0 (I haven't compared them), but they are the same filenames. I only noticed that they removed the 4k pregens. Maps do not contain all POI. There are far too many POI to place them all on a single map unless you're overcrowding the map, which RWG will not do, and pregens aren't set up that way either. Building density is controlled entirely by the tiles. If you want things to be closer, you'll need to make new tiles and use those instead of vanilla tiles.
As far as difficulty, it will always be easy for veterans. Any change to make it...
It should only be vanilla POI, yes. I haven't looked at it, though.There are only vanilla locations??? Thank you very much for your help!
Yeah, I just checked. It is 100x100 commercial, and only a commercial cap tile has that location available. And it has to share that space with apartments_06, football_stadium, hospital_01, hotel_02, hotel_03, nursing_home_01, store_hardware_03*. That is a LOT of POI for a single space on a single tile. And caps are already not very commonly placed. If you open your prefabs.xml file from a generated map and search for rwg_tile_commercial_cap, you are probably not going to find many. And since the changes to progression, you won't even see commercial districts in the forest, which reduces the chances even more.
Yeah, I just checked. It is 100x100 commercial, and only a commercial cap tile has that location available. And it has to share that space with apartments_06, football_stadium, hospital_01, hotel_02, hotel_03, nursing_home_01, store_hardware_03*. That is a LOT of POI for a single space on a single tile. And caps are already not very commonly placed. If you open your prefabs.xml file from a generated map and search for rwg_tile_commercial_cap, you are probably not going to find many. And since the changes to progression, you won't even see commercial districts in the forest, which reduces the chances even more.
There is a similar issue trying to get the industrial 100x100 factories to spawn because those also are stuck to a cap tile.
In summary, it could spawn, but the chance is very low.
Laz Man, what are your thoughts about the possibility of adding a couple new tiles? Corner tiles would probably be best, but a tile that supports industrial 100x100 and a tile that support commercial 100x100 that would be more likely to spawn than the cap tiles. I know 100x100 POI are limited, so you have to balance having too many of one POI versus never seeing it, but unless I'm mistaken, rwgmixer lets you set a max spawn for tiles, so you could set those tiles to a max spawn value that would reduce the chances of you seeing duplicates while giving more chances to see more of those 100x100 POI on a map. This might also be helpful for other districts where a 100x100 only appears on a cap tile. I didn't look to see if there are others where this is also a problem. Or perhaps adding a gateway tile that supports them, even perhaps one that only spawns in as a "country" tile in the wilderness if certain of those POI might fit along a wilderness road.
*Note that this list is a 1.x list, and may have changed in some way in 2.x.